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Basically my "dumping ground" for all the characters I've made so far. I have them saved on my computer too, but I like seeing them all in a forum like this :3

Also might be a 'testing grounds' of sorts if I get some creative spur for new characters :D
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Alexandria Gardian


Age: 34

Gender: Female

Class: Regular

Skills:
  • Runic Dance - She dances, and as she does, she writes runic designs which activate spells. Her most common and potent is Divine Healing, which heals those who are deemed "Light", and brings pain upon those deemed "Dark".
  • Shieldbreaker - Not only is Alex an iron wall, but she's also one heck of a countermeasure to heavy targets. While her large shield is perfect for deflecting attacks of all kinds, her sword acts as a great offensive weapon, capable of taking on the nimble and the defensible in equal measure.
  • Weaknesses - She's the tank, and will gladly take a great deal of damage for her comrades. Unfortunately, this means she's a lot more likely to die, and if she does, the wall may crumble. Additionally, she isn't a Guardian, not yet. She doesn't have any special powers or anything of the like (well, except rune magic). Her family acts as her strength and her greatest weakness, for if they go, she would be lost without the assistance of others. She isn't a natural leader, despite her social outlook, being more submissive to orders, even when they're largely questionable.


Backstory: Alexandria Gardian - a noblewoman who inherited the family tradition of becoming a commander of the Royal Guard to the human kingdom. Strong, beautiful, and a downright badass! It was no small wonder as to why she was famed by so many nobles! Some even women!

Alas, unfortunately for them, Alexandria's love story was cut clear as day. She met a young man, Derrick: apothecary and merchant. He wasn't quite a noble, but he was doing good deeds, more-so than most the nobles she knew, and she fell in love with his kindness, compassion, and personality. Though he wasn't the most handsome man out there, he certainly was the kindest, and as you may have guessed, it was like love at first sight. Well, for Derrick - Alex had to get to know him a little more.

Though her noble blood didn't agree with her, she and Derrick married, to become Alexandria and Derrick Gardian. The two continued in their respective lines of work, teaching one-another in their own respective workforce, expanding their skills. In fact it was Derrick who informed Alexandria of dancing her runes, which she later came to perfect and master with a sword and shield. Their first son Lukas was born Alexandria's 28th year, however, so was the demon army's arrival unto their world. Alexandria was barely persuaded to leave the city by Derrick, throwing away duty for family, so they could all escape together. They lived together on their own in the demon-infested world, before they came across Thyrrum in it's founding years, and helped to build it. Their assistance brought them refuge, and they've stayed at the mountain home ever since.

Currently, Alex's son Lukas is six years old, and she also has a baby daughter, Merinia, aged two.

Goal: To become a Guardian, more specifically the Guardian of Light. Also to protect her family and friends.[/hider]
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Height: 5'4
Weight: 52kg
Physical Age: 19
Mental Age: Still acts more like a teenager than adult. Borders on young/childish and mature.
Race: Human, simple as can be. However her home's deep history in the ice regions of the north give her improved physical conditions than your typical teen on the street. She can thermoregulate better than others, thanks to her lineage.

Tier: Improved - certainly a capable archer, with arrows that don't technically run out. Chenoa is rather athletic, and her hunting skills are certainly nothing to laugh about. Has a tendency to trip over anything which isn't ice or snow, or otherwise flat, which makes walking long distances painful, and running in times of need much more difficult to achieve. A thickheaded personality results in poor judgement most of the time, but she gets lucky a lot. She's also a really good cook. She would be considered a tier 3 character.
Groups: Ecetopia main. Might make my own group later, or join a group.

Personality: Chenoa is a kind, but quiet person, which contrasts what most think at first glance. She steers away from attention and the world beyond to invest herself in books, archery practice, or cooking. She doesn't like trying a whole lot of new things, especially since she migrated south from the far north of Ecetopia, however this apprehensive nature might simply be constituted to reluctance as a foreigner trying to learn the ways of society. She almost always looks like she's angry, however this is simply due to her masking her fear, and is rather an unwavering complexion of concentration. She aspires to do good by the world, however she can achieve it, but again is reluctant in going out of her way to assist others, often keeping to herself unless a particular opportunity arises.

Abilities, Talents, Traits, Powers:
(2) Cooking - A capable cook, though few know of this secretive talent. Her dishes aren't quite as refined as others, but when you're in the wilderness, her cooking skills are a luxury. You're probably better off getting something at an inn if you're in town, though.

(3) Physical Boon - To put it bluntly, her kicks are known to break bones of men at full strength, like arms, legs, ribs, and necks. Her arm strength is much less powerful, and even using a typical compound bow is hard enough for her. She can run really fast due to her incredible leg strength, averaging 31 kilometers an hour on average in a sprint, peaking at about 37 kilometers an hour.

(2) Hunting - Chenoa's hunting prowess makes her decent in a few fields, yet all total to slightly above average. She's not great at sneaking about, and is only able to keep concealed and hidden when in a sniper's nest, not on the move. She's pretty good at crafting trapping equipment, though most of which are simple and lack variety; effective nonetheless. Her ability with a bow is very impressive, even among professional hunters, however the lack of arm strength means she can't often put this to good use outside of her personal bow. She's fairly average when it comes to everything else, able to accomplish a job but not to a great standard (i.e. her skinning needs some improvement).

Faults:
(2) Tripping Hazard - Chenoa hasn't adjusted to life down south in the sense she cannot traverse rocky, bumpy or otherwise semi-difficult terrain without tripping. Though this is a constant work-in-progress and is always improving, the constant tripping in terrain others find easy puts her at a severe disadvantage when in situations where running is required. She can traverse relatively flat surfaces fine, however if rocks start cropping up at her feet things get potentially dangerous.

(3) Poor Judgement - Lets just say if someone offered Chenoa free candy, she would be tempted, no matter how sketchy. However, her attachment to her bow is the only thing she will not properly fall for, as it has been stolen in the past...

(1) Language Detachment - She speaks fluently and understands mostly what people will say, however will get tripped over larger words and her accent is fairly strong, making her pronunciation slightly off for certain words.

Items:
(4+) Dimensius - The bow which makes Chenoa more than a typical archer or hunter. Sleek and silver, and made from a material which deters even steel, Dimensius is the kind of bow that was thought of as legend. With its origins dating back to the ancients, this mythical bow shoots arrows as though they were lightning - a blue light which pierces steel, skin, and bone. It supplies an infinite number of arrows, as they form with the blue magic bowstring tethered to the slender frame, the arrows themselves containing no real mass, and passing more like directed heat and light energy than arrows. Dimesius has the ability to 'charge' itself, meaning if one maintains the draw, the size and speed (and resulting force) the bow fires is increased. The problem with this, however, is it drains the wielder's stamina the longer it charges. To put this in perspective, Chenoa once maintained a charge for a solid minute, and when released she collapsed, paralyzed from the waist-down and numb throughout much of her body for ten minutes before she could walk again (the numbness didn't go away for another hour). She can maintain a draw for a maximum of five seconds before experiencing physical side-effects, beginning with fatigue (5-10 seconds), followed by numbness (10-40 seconds), which may lead to paralysis (40 seconds onward) and even a coma (draw exceeds two whole minutes). Arrows that can pierce light armours must be held for at least 5 seconds, with heavy armours requiring over 20 seconds to reach the flesh. Typical steel arrow strength (able to break skin but not light armour) must be held for three seconds. These side effects only manifest once an arrow is shot, so if she cancels her charge, no physical side effects will appear. In order to make the bow even more powerful, Chenoa needs to train physically, mentally and spiritually so to dampen the side effects and shorten draw times.

(1) Steel Hunting Knife - Just your average steel hunting knife. Good for skinning and a half-decent makeshift weapon at close-quarters, especially with her maneuverability.

(2) Fur And Banded Steel Armour - The fur keeps her warm yet the armour seeks to avoid injury. The armour consists of pauldrons, a breastplate and gauntlets, whereas the fur covers the inside of her breastplate, her legs, arms, and shoes. The armour is light, allowing maneuverability, yet doesn't cover her elbows, legs, and head, and is also relatively thin. Decent against sharper objects, but blunt weapons will be significantly more effective.

History:
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"So, you wish for me to read your fortune...?"

Name:
Koi Maki-Maki
Age:
Gender:
Female

Persona:
Atë. Child of the Greek goddess Eris, Atë is all things ruin, mischief, delusion, and folly. Thrown down from Mt. Olympus, Atë was banished to earth forever, treading on the heads of mortal men, and causing ruin in her wake.

Arcana:
Death
Weapon:
Throwing Darts/Knives

Persona: (note, with Spells/skills, please keep these to your low level stuff, until notified later in the RP)
Absorb: N/A Resist: N/A Weak: Nuclear/Frei
Spell List (Cost): Zan (9 SP), Venom Needle (4% HP; 3 SP), Single Shot (8% HP)
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"This suit... it's old, but it works. In a world of the supernatural, one needs an edge when they're the definition of normalcy."




<Name:/>
Outsider
<Age:/>
Unknown.
<Ethnicity:/>
Also unknown.
<Gender:/>
Voice modulator makes determining gender a royal pain. Sounds male.

<Height:/>
177cm
<Weight:/>
94kg (with the suit)

<Occupation/Position In Tribe:/>
Scavenger. Can't exactly do anything else...
<Sexual Orientation:/>
Asexual. Though, Outsider hasn't been exposed much to love in the tribe anyhow.

<Equipment:/>
Outsider doesn't really have any powers whatsoever. Rather, he has gadgets and guns.

  • ICR 45 - One of the standard-issue Ionic series of rifles developed pre-apocalypse, the ICR 45 is a beautiful piece of revolutionary weaponry, despite being standard. In today's world, it is one of the most powerful pre-apocalypse weapons known to man, since it utilises sunlight to create bolts of energy which can be used for a variety of different applications. Whether you're shooting a mutant made of rock to blasting out a wall; from giving yourself a nightly light to starting a campfire, this thing can do it. Nobody quite knows how it works, not even Outsider, but considering it's made to last and be useful, well...
  • The Razor - The Outsider's greatest weapon in a close-quarters fight is his blade. Yet another pre-apocalypse relic, this advanced knife does but one thing: cut. How well does it cut? Well considering it can slice through diamond with relative ease, one would assume very well. Don't ask what it does to butter... or human flesh, for that matter.
  • P.E.P. - The Perception Enhancement Program is something Outsider, himself, has made. To put it simply, this little device has the ability to increase Outsider's visual and auditory perception many times. To give you an idea, Outsider can see a person a hundred meters away as though he were right next to them. If that person was also whispering, Outsider would be able to hear it clearly. Unfortunately P.E.P. is still in it's beta stage and not only drains power rather quickly, but also has a tendency to fail, so Outsider is working on fixing that...
  • The Suit - Of course, this is where all of Outsider's true "powers" come from. It powers his rifle, his P.E.P., and is pretty much his reason for survival. The suit can commence active camouflage, apply boosts to speed and strength, silence footsteps, withstand both searing heat and chilling cold, and even help the wearer in question keep living without food and water for days. How exactly does it do this? Outsider isn't too sure. However he isn't too keen to let anyone even touch the glowing compartment on the back of the suit. All of his powers aren't much on their own - he's something of a jack of all trades in stealth.


<Personality:/>
Blunt when he does speak, silent when he doesn't. Due to a bad rep he tries to keep quiet and just do the work assigned to him. He's cunning, and the people of the Obsidian Tribe know it, but truthfully he really just wants a place to stay where he can call home. It's not much at the moment, but the Obsidian Tribe at least let him in, so he's working hard to try and earn a place there. He's sick of roaming the wasteland. He wants a place where he can consider himself safe from the outside. A place where he doesn't need to look over his shoulder during the day and lose sleep to the night. A place where he can just rest...

<Biography:/>

He hasn't talked about his history much, if at all, to the Tribe,
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Name:
Itzel Astek (Pron: IT-zil Ah-ss-tech)
Age:
19
Nationality:
Aztec


Height: 5'9
Weight: 64kg

Weapon(s): Two large karambit knives hidden within the sleeves of her shirt; several throwing knives (x8) and darts (x32) at her belt; one-handed sword at her hip; smoke grenades (x5) at belt; a tri-barrel matchlock pistol and a german flintlock revolver (bullets x24) all at hip; tepoztopilli lance on back; maguey plant sling (sharpened rocks x40) on lower back; metal box of spikes (contains x16 spikes) on back; paralysis dart (x3) one on her chest, one her back and the last one the clip in her hair; prototype blunderbuss (x5 shots); one-handed Maquahuitl at opposite hip to sword; Flint and steel; glass oil vials (x2).

Fighting Style: Itzel's fighting style is basically to avoid direct confrontation. With all her weapons at her disposal, Itzel knows just what to use in just about any situation. However, if you get right down to it, she's basically an acrobatic ninja, give or take some weapons that would say otherwise. She's adept at a variety of fighting styles that suit her various weapons, though in the end she's only really strong when she combines styles together to make something neither here nor there, but something else entirely. To put it simply, she's like a jack of all trades, who then combines those trades to become a king (or in this case queen) who benefits from both.

Searching For: Soul Edge. Why? To destroy the damn thing, of course! Or at the very least seal it away.

Personality: Itzel is... strange. Outside of combat, she's seen as rather expressionless and kind, foregoing the appearance of a shy young maiden. However, when in battle, she becomes the total opposite: cocky, arrogant and full of herself, it's hard to tell why Itzel chooses to be so spasmodic. In both states, Itzel will take to random acts of just about anything, acting shy when in her quiet state upon exposure and embracing the weirdness when in her... confused state. She's not that bad of a person, though. Oddly, she has a weird hatred of people who consider themselves "normal".

Background:


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"The fact of the matter is, I can do a lot more to make you a better person as your enemy than as your friend."



Row'tu Embliien
(Pron: Row-two Em-blee-en)

Age: 19

Personality: Quirky, albeit a bit naive and lacking much common sense, Row'tu is... not one you'd pitch as a to-be mastermind strategist, at least upon first glance. Her voice is quiet and lacks conviction, and she's hard-pressed to speak up. However, this personality is known to switch to a cold and calculating evil supergenius when presented with just about any kind of problem or situation which may require more than one approach. A switch flips, signalling her quick turnabout in personality, allowing her the ability to issue orders and speak up if necessary. People say she torments herself with puzzles and strategy, and Row'tu works herself to exhaustion in order to come up with a cunning plan or idea if the situation presents itself.

Outside of battle, or anything else she could pin down to tactics and strategy, Row'tu is best described as awkward and clueless, yet oddly a bit of a critic. She is curious about many things, almost like a child, yet when it comes to anything which involves structure she can be a pain in the ass. She's not too well-versed when it comes to speaking in general, and has had many mishaps over the course of her nineteen years in regards to her lack of social intellect. She finds personal issues difficult to deal with and conversations usually end up silenced by her not knowing what to say. She intentionally tries to give herself a bad reputation in order to make those around her seem like better people; she tends to be asocial as a result.

Backstory:

WIP

Skills and Abilities:

Professional Mage: Row'tu has practiced the art of magic ever since she was young. However, she's much more of a support mage than a combat mage. Her skills generally involve restricting an enemy's senses/movement or confusion, creating traps, or making it easier for allies in general to take on foes by amplifying their abilities. This allows her to stand back and get a greater view for the field of battle when in an engagement in a group, amplifying her strategic ability. However, if alone... Row'tu won't have much in the way of a defence or offence in which she could use to defeat even an individual opponent.

Professional Strategy/Tactics Knowledge: Row'tu knows quite a bit about the world of strategy and tactics. Her level of understanding the world around her and seeing the bigger picture is rather impressive, and she is cunning when it comes to deceiving or ambushing opponents. Even if it's something as simple as plotting a route for a trading caravan, Row'tu will look at all possibilities and determine their likelihood like a human calculator. She finds it difficult to beat herself when playing board games alone.

Novice Leadership: Despite her ability to create strategies and tactics, applying them herself to a group is... difficult. She'd rather explain to someone else what she's come up with and let them issue the orders than do it herself. However, if the situation truly calls for it, Row'tu can call forth her strategic persona to explain the ideas on her mind. However, usually by this point, things are truly dire and the order to retreat has been called.

Novice Cooking: Seemingly enthralled with food, Row'tu really wants to learn how to cook. However, she kind of... well, she sucks. However, she's willing to learn, taking the whole cooking thing just as seriously as she does her magic. All she needs is a suitable tutor... and maybe some luck.

Equipment:

Spellbinder's Staff; Used: The one and only staff in Row'tu's possession, the Spellbinder's Staff is a decently good staff which lessens the draining effect of her spells (they require less energy to create/maintain). Being a relatively simple staff, the effects aren't great, however it's definitely noticeable in battle when using it. It's slowly losing it's effectiveness due to how long Row'tu has been using the staff, and is in need of magic repair.

The Woodsman's Talisman; Old; Broken: A golden wood amulet which Row'tu always keeps on her person - a gift from her mentor. The wood is cracked and the enchantment formerly on the amulet has decayed into nothingness. It's Row'tu's wish to have the amulet repaired and re-enchanted by someone of great skill in memory of her mentor.
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Zueche Ausch Entzer



Sex: Male

Class: Dark Mage

Special Abilities: Clear Mind, Summon, Blessed, Aggro

Equipment: Cleanse (dark magic spell book), Elixir

History: There are tales of a man who wanders the kingdoms, causing carnage in his wake. It's said he's a ruthless killer who will spare no man quarter, and will brutally maul his foes with his fearsome dark magic. The story goes that he is actually an apostle of death, summoned unto the world to cleanse those that sin of their misdeeds, the punishment always the vanquish of life. With the crook of his finger, Mother Nature bends to his will; with every step, the soil seeps with fresh blood; with his every breath, a deadly toxin further poisons the lungs of mortal men. He is death incarnate, and there is no hope if you cross paths with him.

There are also tales of a happy-go-lucky exorcist, whose abilities to commune with, summon, and obliterate the dead has brought him something of a reputation. He hops from town to town, vanquishing monsters, demons, or whatever else might trouble it's residents. He stays but a night, then vanishes into thin air, only to appear in the next town! He asks for no payment, and always does a free magic show for the children. This man is forever in search of wisdom, asking guidance from the elders and holding them in high regard, learning from their experiences to help him grow as a person. He has an unhealthy obsession with alcohol, specifically wine, and the men of countless villages agree he's an excellent addition to any and all taverns.

As it so happens, both of these personalities are the same person.

Zueche Ausch Entzer, nicknamed "Az" by those who can't pronounce or remember his name, is a loving family man on the search for his wife, daughter, and possibly newborn son. Raised as a simple working man, Zueche didn't have a whole lot of passion or things he wanted to do in life. The village he came from was small, the work was rather mundane, and he didn't feel like this was his place to be. Only in the small church of his local village did he find himself happy, as well as in the company of the village priestess, Mihaela. It made him feel like he could acquire some direction to his life, however he had no way of knowing how to acquire said direction.

Thankfully for him, Mihaela held the key to that direction, both in heart and body.

Zueche became an exorcist under the guidance of the church, with the aim to help assist the dead in passing on, from purgatory to whatever may lie beyond. With a little bit of natural talent in dark magic he never knew he had, Zueche quickly learned how to use his dark powers for good, in order to help those who couldn't pass on to do so. He spent much more time with Mihaela as a result, and it wasn't long before they fell in love, and subsequently got married within the small village in which they were both raised. The two started a happy life together, with good income and the support of the whole village behind them - they even decided to bear a child!

Their daughter, Iya, looked a lot like her father in many ways: same pointed ears, red eyes, teeth which grew fast and sharp, though held the beautiful complexion of her mother. The couple assumed that their developing son would turn out the opposite, though had to wait and see for the turnout. Things were going well for the couple, and they were happy together, and vowed to spread that joy to others they believed were less fortunate.

Ausch returned home one night after a successful exorcism in a neighboring village, only to find his wife and daughter weren't home. There was no signs of struggle, yet the door had been left opened. Naturally Zueche was suspicious, and asked the townsfolk if they'd seen his wife, Mihaela, or his daughter, Iya, anywhere. Yet they all gave the same answer, over and over:

That they hadn't seen either of them since the night before, since Zueche left and they waved him goodbye. Though some villagers had seen someone enter their house...

Concerned with the well-being of his wife and child, Zueche scoured the village, but there was little to be found. Not a trace as to their disappearance, simply emptiness. Growing evermore with worry, Zueche packed up his things, gave what belongings he couldn't take to the village, and began his journey around the lands in search of Mihaela and Iya. He has persisted in his journey for over a year now, and is still searching high and low for his family, aiding those he comes across to remind him of his goal, and ridding the world of those which plague it with evil deeds. Yet with success looking so distant upon the horizon, he has begun to consider enlisting the help of others to aid in his search, his desire to see his wife, daughter, and possibly newborn son growing stronger by the day...

Born February 14th. Fastest at chugging anything alcoholic.

Theme: youtube.com/watch?v=HZp11HsgXZA
Battle Theme: youtube.com/watch?v=5AqDD9cz1G4
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Make her some kind of fantasy character. DO IT.
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